ZeMystic Posted May 24, 2019 (edited) The First Beta of Oops! All Techbase is now out! RC1 is officially out! Oops! All Techbase is a 32-Level Megawad, each level Techbase themed. The project started late May, and had a few setbacks and rocky steps every now and again. But after 6 or so months we finally did it! RC2.2 is also officially out now! Oops! All Techbase is a 32-Level Megawad, each level Techbase themed. The project started late May, and had a few setbacks and rocky steps every now and again. But after 8 or so months we finally did it! RC3 is also officially out now! Oops! All Techbase is a 32-Level Megawad, each level Techbase themed. The project started late May, and had a few setbacks and rocky steps every now and again. But after 10 or so months we finally did it! After a whole YEAR its finally done. All that is needed now is an Idgames release, which I will work on. Congrats everyone who worked on this. I need a nap. A member of our team, JBerg took over the port to Idgames and I cannot thank him enough, but without further ado, here is the Idgames link. Oops! All Techbase! - FINAL! --- NOW ON IDGAMES! Special thanks to the Oops! All Techbase Team! @AD_79, and ID Software Credits Spoiler =========================================================================== Advanced engine needed : Vanilla Primary purpose : Single + coop play =========================================================================== Title : OOPS: All TechBase Filename : oatb.wad Release date : 1/7/2018 Author : Various (see credits) Email Address : [redacted] Other Files By Author : None Misc. Author Info : None Description : =========================================================================== * Credits * Textures : TITLEPIC - mistersector INTERPIC - M_DOOM - ZeMystic Map Listing : [MAP01] "Toxic Asteroid" - JustCallMeKaito [MAP02] "Sludge Refinery" - JBerg [MAP03] "Despondent Nukage Base" - Magicana, Philnemba, mistersector [MAP04] "Devils in the Details" - Walter confetti [MAP05] "Z-Sector" - ZeMystic [MAP06] "Sulfiric Domains" - nicolas monti [MAP07] "Hazardous" - Mike_C [MAP08] "Waste Processing" - xdarkmasterx [MAP09] "Technoid" - nicolas monti [MAP10] "Chemical Weapons Research" - xdarkmasterx [MAP11] "Familiar Fiends" - ZeMystic, mistersector [MAP12] "Industrial Haymaker" - Egg Boy [MAP13] "Spiral of Decay" - mistersector [MAP14] "Inhuman Resources" dybbuk, mistersector [MAP15] "Sinthetic Icon" - Mk7-Centipede, mistersector [MAP16] "Warforged" - xxWeNxx, Magicana, mistersector [MAP17] "Heterodox" - UndeadRyker [MAP18] "Astray" - ZeMystic [MAP19] "The Forgotten Forge" - RonnieJamesDiner [MAP20] "XYZ" Walter Confetti [MAP21] "Inventive Prowess" - HAK3180 [MAP22] "The UAC" - Angry Saint [MAP23] "Processing Station" - ShadesMaster [MAP24] "Arms Trafficking" - mistersector [MAP25] "Storage Operations" - Super Mighty G [MAP26] "Small Arms Depot" - Beast [MAP27] "Plasma Lab" - DynamiteKaitorn [MAP28] "Corporate Mandated Singularity" - Egg Boy [MAP29] "Recess in the Fold" - Mk7-Centipede, mistersector [MAP30] "Fusion Core" - ZeMystic [MAP31] "Choose your own misadventure" Obake, mistersector [MAP32] "Ten Speed" - ZeMystic Original Music : Title Screen - ZeMystic Intermission Screen - ZeMystic MAP30 - ZeMystic MAP32 - ZeMystic Additional credits : James "Jimmy" Paddock Earth Worm Jim TeamTNT Rush Coheed And Cambria Megadeth Recolored Doom Texture Pack Doom Textures for Doom II Cage's Texture Pack Final Doom Realm667 Egg Boy for the intermission screen mistersector for the title screen. =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes Other : None Other files required : None * Play Information * Game : Doom 2 Map # : MAP01-MAP32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Yes Additional Notes : If you're playing in Chocolate Doom, apply the .deh file and use -merge. * Construction * Base : New from scratch Build Time : 12 months Editor(s) used : GZDoom Builder, SLADE, Eureka, GIMP, Photoshop Known Bugs : Saving/Loading may break in some maps because of vanilla limits. To override this limit in Chocolate Doom: 1. run chocolate-doom-setup 2. choose compatibility 3. disable vanilla savegame limit May Not Run With : Non-Boom Compatible Source Ports Tested With : Chocolate Doom, ChocoRenderLimits, GZDoom * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: https://www.doomworld.com/files/ Screenshots Spoiler Spoiler Spoiler Spoiler Edited July 27, 2020 by ZeMystic 56 Share this post Link to post
Chainie Posted May 24, 2019 (edited) Umm, how about ask for help after you will have something to show besides TITLEPIC? 2 Share this post Link to post
nicolas monti Posted May 24, 2019 E1 theme strict or any kind of techbase? 1 Share this post Link to post
ZeMystic Posted May 25, 2019 19 minutes ago, nicolas monti said: E1 theme strict or any kind of techbase? Any kind of techbase, my friend. 0 Share this post Link to post
ZeMystic Posted May 25, 2019 18 minutes ago, JustCallMeKaito said: Since Map01 is open, sign me up. Aye aye, cap'n. 0 Share this post Link to post
ZeMystic Posted May 25, 2019 Just now, cambreaKer said: Can i get the map02 slot? Yesirree Bob. 0 Share this post Link to post
ZeMystic Posted May 25, 2019 46 minutes ago, Сhaingunner said: Umm, how about ask for help after you will have something to show besides TITLEPIC? I'm just pitching an idea for a community project, and seeing if people want to contribute. I'll show off some images once I get some maps in. 1 Share this post Link to post
AD_79 Posted May 25, 2019 Generally for a community project, you should show off some stuff that you have done before even thinking of posting. Not only does it help with getting people interested, but it shows that you have a level of commitment to it beyond "just pitching an idea". That being said, if you're doing simple vanilla-compatible techbases, it shouldn't take you long to get something ready, yeah? So, I'd recommend whipping at least something up and showing it off. I will add that a megawad is quite ambitious. Unless you have a very strong concept, I'd suggest scaling it back. 5 Share this post Link to post
XLightningStormL Posted May 25, 2019 (edited) You want a Tom Hall-esque MAP04? Hell I might even take 2 slots if that's aight, MAP04 + MAP18 (so a easier vs more aggressive one) One question though, when's the deadline? 2 Share this post Link to post
ZeMystic Posted May 25, 2019 (edited) 6 minutes ago, AD_79 said: Generally for a community project, you should show off some stuff that you have done before even thinking of posting. Not only does it help with getting people interested, but it shows that you have a level of commitment to it beyond "just pitching an idea". That being said, if you're doing simple vanilla-compatible techbases, it shouldn't take you long to get something ready, yeah? So, I'd recommend whipping at least something up and showing it off. I will add that a megawad is quite ambitious. Unless you have a very strong concept, I'd suggest scaling it back. I'm currently making a few levels for the Megawad myself, so my pictures can be posted up with the project. Im also aiming for Megawad due to how many people usually make Techbase wads and levels, If I don't get enough applicant's I'll happily scale it back. As for the whole getting "pitching an idea". I took a look at the way other community projects were held, such as Doom: The Way ID Did and based my format loosely on how they pitched their ideas. 3 Share this post Link to post
ZeMystic Posted May 25, 2019 (edited) 6 minutes ago, XLightningStormL said: You want a Tom Hall-esque MAP04? Absolutely, Brother. I'm not sure when the deadline will be, don't worry you'll have plenty of time. I'm mostly waiting on when other people will posting their maps. 0 Share this post Link to post
XLightningStormL Posted May 25, 2019 Just now, ZeMystic said: Absolutely, Brother. Cool, just make sure to recheck my comment, since I edited it :P 1 Share this post Link to post
nicolas monti Posted May 25, 2019 Never mapped in a community project but since techbase is my fetish can I take map09? 3 Share this post Link to post
ZeMystic Posted May 25, 2019 (edited) Quote Never mapped in a community project but since techbase is my fetish can I take map09? Go for it. 1 Share this post Link to post
AD_79 Posted May 25, 2019 1 hour ago, ZeMystic said: As for the whole getting "pitching an idea". I took a look at the way other community projects were held, such as Doom: The Way ID Did and based my format loosely on how they pitched their ideas. DTWID had a strong concept behind it. The idea of "let's make an alternative Doom of sorts, mapping in the styles of the original authors" is a powerful one, and I think that's why DTWID garnered so much interest. On the flipside, you're asking for techbases. Kind of an overdone concept if you ask me, but even that could be salvaged with strong enough presentation and project goals. Except that you still haven't really done that. Along with the lack of work done before posting, there doesn't seem to be much, if any identity here. What are these environments supposed to look like, what textures? What differentiates a "mars" base from an "earth" one beyond the change in outdoor environment? If people are able to use whatever textures they feel like, which seems to be what the rules state, any sense of cohesiveness could very well be lost. This all may seem harsh but I think it's important to consider if you want to attract more interest. 4 Share this post Link to post
ZeMystic Posted May 25, 2019 (edited) 4 hours ago, XLightningStormL said: Edited May 25, 2019 by ZeMystic 0 Share this post Link to post
Philnemba Posted May 25, 2019 A techbase megawad community project!? Sign me up for Map 03 :) 2 Share this post Link to post
PWAD Pete Posted May 25, 2019 (edited) Can I get MAP08 slot? Thank you. Using Doom 2 as IWAD? 2 Share this post Link to post
Marcaek Posted May 25, 2019 If nothing else, this is a great idea for a name 3 Share this post Link to post
⇛Marnetmar⇛ Posted May 25, 2019 2 hours ago, AD_79 said: DTWID had a strong concept behind it. The idea of "let's make an alternative Doom of sorts, mapping in the styles of the original authors" is a powerful one, and I think that's why DTWID garnered so much interest. On the flipside, you're asking for techbases. Kind of an overdone concept if you ask me, but even that could be salvaged with strong enough presentation and project goals. Except that you still haven't really done that. Along with the lack of work done before posting, there doesn't seem to be much, if any identity here. What are these environments supposed to look like, what textures? What differentiates a "mars" base from an "earth" one beyond the change in outdoor environment? If people are able to use whatever textures they feel like, which seems to be what the rules state, any sense of cohesiveness could very well be lost. This all may seem harsh but I think it's important to consider if you want to attract more interest. I think this could work if it made a point to improve on the areas where DTWID went wrong. For example, if a rule of "designer should be able to max the map in seven minutes or less" rule were employed, it would wrangle the maps down to a much more reasonable size. 1 Share this post Link to post
Graf Zahl Posted May 25, 2019 3 hours ago, AD_79 said: Kind of an overdone concept if you ask me I tend to disagree. There can never be too many techbase maps. 28 Share this post Link to post
obake Posted May 25, 2019 Hmm, I might join the project, though I agree with @AD_79. I think some stronger themes are needed. What about having episodes based around different aspects of techbases, i.e. maps centered specifically around technology, or nukage, offices, machinery? It sounds silly, but it would give a sense of direction to each episode, and allow mappers to experiment inside the theme. 3 Share this post Link to post
ZeMystic Posted May 25, 2019 11 minutes ago, obake said: Hmm, I might join the project, though I agree with @AD_79. I think some stronger themes are needed. What about having episodes based around different aspects of techbases, i.e. maps centered specifically around technology, or nukage, offices, machinery? It sounds silly, but it would give a sense of direction to each episode, and allow mappers to experiment inside the theme. I'm stealing that idea, and it'll help with new ideas. It'll also help with the point made by @AD_79. Thank you. 1 Share this post Link to post
Vorpal Posted May 25, 2019 What's wrong with a mapset of more vanilla techbases? The theme was overdone by 1996, but that didn't stop the vracks and saturnx's and s.t.r.a.i.n.'s of the world from being made. Quite a few major wads have had zero or nearly zero content contributed by their project managers btw, the "you should do it this way" group think in here is kinda depressing. 4 Share this post Link to post
AD_79 Posted May 25, 2019 (edited) BTSX and Strain have stuff in them to differentiate themselves, be it either new textures, original soundtracks, or different gameplay. They are unique sets with strong identities. Also, your idea that just because some leaders have done very little in the past, it somehow makes it ok to still have project leaders that don't contribute much? Kind of a disgusting one if you ask me. 3 Share this post Link to post
obake Posted May 25, 2019 (edited) 17 minutes ago, Vorpal said: What's wrong with a mapset of more vanilla techbases? The theme was overdone by 1996, but that didn't stop the vracks and saturnx's and s.t.r.a.i.n.'s of the world from being made. Quite a few major wads have had zero or nearly zero content contributed by their project managers btw, the "you should do it this way" group think in here is kinda depressing. I apologize if I (or anyone else) came off the wrong way. I personally just feel that a stronger set of themes would help the project flourish more. Also, I do want to join this project. I'll sign up for Map 30. I've actually not made a techbase in awhile, so being able to get back into something of that theme should be fun. 2 Share this post Link to post
Nine Inch Heels Posted May 25, 2019 30 minutes ago, Vorpal said: What's wrong with a mapset of more vanilla techbases? The theme was overdone by 1996, but that didn't stop the vracks and saturnx's and s.t.r.a.i.n.'s of the world from being made. Looking at btsx, it's pretty obvious how the maps set themselves apart from the "usual 'nilla tech base". You'd have to be blind on both eyes to not see how different the maps are in spite of being "techbases". 33 minutes ago, Vorpal said: Quite a few major wads have had zero or nearly zero content contributed by their project managers btw Cool, then what were the "project managers" even good for, besides "having an idea"? I'm currently signed up as playtester for a project where the "lead" is entirely disfunctional, at the very least partially gameplay illiterate, and for the most part "all talk and no show". Said project has one single motivated mapper at the moment, and that mapper is the only person in the mapping department to get anything done in a timely manner or in general. Basically, if the project lead sucks on all fronts, there's a non-zero chance the entire project is born dead, because nobody's there to give directions or feedback, let alone be a bloody role model and put out content to keep people interested or draw new folks in. And that's why the "this is how it should be done groupthink" has established itself. People have learned, from experience over time, that certain routines help with pushing projects forward by keeping participants motivated. And you simply don't get that sort of motivation going if all you "contribute" is faffing about and making yourself seem important despite not having any actual function at all. And just because you had the idea to start anything it doesn't mean you should be leading the entire thing. In the end that idea needs to be executed, and if you can't be arsed to execute your own damn idea: Get the fuck out, and make room for somebody who does get shit done. It's that simple. 4 Share this post Link to post
Fonze Posted May 25, 2019 Hey anybody remember that silly xx,xxx hell knights cp where the project leaders dipped out and all those maps built on a silly concept, but with real work out into them are all sitting around collecting dust cause the project lead doesn't understand the mapping format he chose for others to use? 6 Share this post Link to post